Doctor Archive
Thread: Docs, how are the gains?
Publish 22 Experience Changes
Experience is now divided among group members, rather than every group member receiving full credit for the kill.
A larger group experience bonus was implemented, to ensure that grouping is still optimal: although experience earned per kill is less, a group of players is still able to earn experience over time at a much faster rate than a solo player.
For example:
- If you solo a creature then you get 6000 experience.
- If I solo a creature then I get 6000 experience.
- If we group and kill two creatures together, then we get 3000 experience per creature each (6000xp total), plus an additional bonus amount of experience because we are grouped (and two of us together can kill those two creatures more quickly than we could have solo'd one each).
The display of experience was altered in order to minimize the notification of individual experience grants, and emphasize the notification of group experience bonus percentages. Since individual experience grants on a per-kill basis decline as group size increases, but the group bonus percentage increases as your group-size increases, we want to place the emphasis on the increasing bonus for grouping rather than on the decreasing individual experience awards.
We hope that this clears up any confusion with the experience changes.
Message Edited by twiafu on 08-18-200502:14 AM
Message Edited by twiafu on 08-18-2005 02:14 AM
This kills the profession. I can't find group... Most people use stim packs and food, cause of xp loss...
The xp bonus seems to be a joke. Sorry no defnite numbers, tried to get a group for 2 hours (first question: professions???, first answer of them: sorry less xp)...
RealManofHonour wrote:
This kills the profession. I can't find group... Most people use stim packs and food, cause of xp loss...
The xp bonus seems to be a joke. Sorry no defnite numbers, tried to get a group for 2 hours (first question: professions???, first answer of them: sorry less xp)...
Yep, looks bad for Docs. Its a real shame. They are really usefull in GCW and high-end-content. And have been very usefull until Pub22.
Now, the "perfect" group (without Jedi)is: 3 Rifleman with root from pistoleer. (root and nuke and even if you take damage you can use stims)
You could swap one Rifleman for a Swordsman (Armorbreak).
So, what do we get? A group-system that clearly doesnt like some professions.
A fix with keeping the new way of earning xp would be: XP will not be split to every group-member, only to those that do damage. Medical XP is extra (if 2 medics/docs/cm are in group it will be split if they all heal). I dunno how scouts/ranger and CHs are effected by this, but It should be the same.
In short: A creature grants x weapon/combat-xp, x medical-xp, x trapping-xp,... and not only x general-xp that gets split into whatever xp.
Does anyone know if we get experience for healing a CH's pets while they are attacking? If so, then grouping up with a CH or two may be the best way to get medical experience until this is changed.